Mind Maps

Making mind maps is difficult when it is not yet known what I’m working on, but it’s also a critical step of figuring out what to work on. I created a few mind maps to help me figure out what I’m working on. The first one is an unstructured attempt, with lots of ideas and thoughts floating around in the textual ether.

mindmap exercise View the PDF file here.

To help visualise the future, Nishra and I worked on a Futures Cone. The resulting map in itself isn’t as interesting as the conversations we had during the making of it. These discussions were immensely helpful in helping me understand what I want to work on.

mindmap exercise View the PDF file here.

The second attempt at a mindmap was far more structured, building off from the futures cone and the unstructured map

mindmap exercise View the PDF file here.

Annotated Bibliography

Author’s Name Title Citation Keywords: Summary Relevance to Thesis
Phoebe Wagner, Brontë Wieland Solarpunks & Storytelling in the Capitalocene World Literature Today, 2018-10-01, Vol.92 (5), p.70-71 solarpunk, capitalism, futures, capitalocene, utopian As a genre, solarpunk literature actively wrestles with these ideas. Solarpunk literature imagines new futures in the shadow of and in opposition to environmental change and collapse, then works to create those futures. A solarpunk doesn’t just have ideas and beliefs; a solarpunk enacts. On paper, being a solarpunk might sound like being a Marxist, a municipalist, or another ideology entirely. Yet, a different kind of necessity turns solarpunk thought into action. Mainly extinction. In other words, solarpunk literature is not just about solar. Solarpunk envisions a possible utopian future: the opposite of cyberpunk
Hayles, Katherine My mother was a computer : digital subjects and literary texts Chicago : University of Chicago Press ; 2005 Criticism, interpretation, Computational intelligence, Human-computer interaction, Computers in literature, Virtual reality My Mother Was a Computer explores how the impact of code on everyday life has become comparable to that of speech and writing: language and code have grown more entangled, the lines that once separated humans from machines, analog from digital, and old technologies from new ones have become blurred. My Mother Was a Computer gives us the tools necessary to make sense of these complex relationships new ways of thinking of code and relationships
Gagliano, Monica Abramson, Charles Depczynski, Martial Plants learn and remember: lets get used to it Oecologia, 2018-01, Vol.186 (1), p.29-31 Plant Learning, Relevant Behavioral Characteristics, Closest Leaf, Vertical Drop, Habitua organisms learn to pay attention to stimuli that are truly meaningful in their environment while ignoring those that have proven irrelevant and innocuous. Despite its simplicity, the concept of habituation seems to have always stirred great debate. For example, the earliest descriptions of what we would now call habituation came from studies conducted by Pfeffer using the sensitive plant Mimosa pudica in 1873 and the Peckhams using spiders in 1887; remarkably, no real agreement on the use of the word ‘habituation’ was to be found until (almost) a whole century later (see review by Christoffersen 1997). alternate intelligences and models of intelligence
Berzowska, Joanna Electronic Textiles: Wearable Computers, Reactive Fashion, and Soft Computation Textile : the journal of cloth and culture, 2005-01-01, Vol.3 (1), p.58-75 Art and technology, Clothing and dress, Evaluation, Innovations, Technology application, Textile fabrics Electronic textiles, also referred to as smart fabrics, are quite fashionable right now. Their close relationship with the field of computer wearables gives us many diverging research directions and possible definitions. On one end of the spectrum, there are pragmatic applications such as military research into interactive camouflage or textiles that can heal wounded soldiers. On the other end of the spectrum, work is being done by artists and designers in the area of reactive clothes: “second skins” that can adapt to the environment and to the individual. materiality and computing, organic form of machine and machine intelligence
Doore, Karen Alternate Realities for Computational Thinking ICER ‘13: Proceedings of the ninth annual international ACM conference on International computing education research. August 2013 Pages 171–172 Social and professional topics, Computing education, Computing educational programs, This paper looks at how Alternate Reality Games (ARGs) can be used “as an educational platform to engage students in a collaborative exploration of the field of computing as a means to increase interest in computing”. This is an interesting approach toward education as it explores new mediums and types of content delivery. A look at new approaches toward education on computers using computers